Idolish7 & SK8 the Infinity goodies have finally arrived after being stuck in customs for weeks! Spoon.2Di 63 has a lot of anime illustrations. I could see a lot of series I love like Banana Fish, BSD, Promare, ID7 and more!
Mahoyaku Interview: Tsushimi Bunta (Main Screenwriter) and Kazuma Kowo (Worldbuilding Supervision) + Coly Scenario Director
Released: 28 February 2020
(!) Warning (!): Some spoilers for Main Story chapter 17 towards the end of this post.
TL note: I feel like going by surname-given name in this article;;; pardon the inconsistency
Also support the fab fan translation site if you haven’t already: https://mahoyaku-eng.com/
Blurb:
This is a world where mages and humans coexist, and this is a story that depicts the journey to save it—brought to you by screenwriter Tsushimi Bunta, known for their subtle writing style that retains a realistic touch, and Kazuma Kowo, who oversees not only character background but also the worldbuilding of each country, among other things. In this issue, we’ve asked what sort of things they were being mindful of during the game’s creation and if there are any behind-the-scenes that they could share. In addition, we’ve also included a few comments from the scenario director, who’s in charge of bringing together all story elements in this game from the Main Story to Training Location stories. We hope you enjoy everything that Promise of Wizard has to offer as you play through it.
Tsushimi Bunta:
Freelance screenwriter. Main scriptwriter of Idolish7 as well as the author of the novel adaptations. In this game, they’re in charge of writing the Main Story, Training Location stories, and Event Stories among others.
Kazuma Kowo:
Manga-ka and illustrator. Representative works include Junsui Adolescence (Ichijinsha Inc.), Dear Tear (Hakushensha Inc.), and Hinemosu Futari (Takeshobo Co., Ltd.). In this game, they’re in charge of worldbuilding supervision.
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Part 1: Interview with Tsushimi Bunta (Main Screenwriter) and Kazuma Kowo (Worldbuilding Supervision)
Q: How did you get involved in the development of Promise of Wizard?
I got my first offer around five years ago, but I had to decline because I was already working on something else. They’ve continued to contact me a number of times since then, and then finally the right chance came along. There was the worldbuilding, and then the management and creation of character setting sheets that would shape their sets of values et cetera, which seemed to be a lot for me to handle. That’s why I asked Kazuma-san to help us out. We made games together in the past.
Q: Kazuma Kowo-san is in charge of worldbuilding supervision. Together, the two of you came up with the mages’ world as well as the story. What sort of discussions did you guys have when you were creating the character setting for the wizards as well as the world construct?
We decided on the fantasy genre, but it can range from fairytales to light novel stuff to something as massive as high fantasy. We started from discussing what extent would attract the audience’s attention the most. We talked over and over about it, and in the end, we moved forward with the idea of the countries having their own fantasy taste. We had Kazuma-san sort which wizard into which country first, and then we made adjustments over time. Oz was in the North at first, for example, and then there was Figaro in the Central country. Shino was more reserved, Heath was the flirt, whereas Leno was someone ruthless. Then we figured we should be finalising the characters that would be “the face” of each country first, so that people can remember the characteristics of each country more easily. These are Arthur, Murr, Shino, Rutile, and Mithra. Things that have wizards and witches vibe such as precious stones, stars, plants, fortunetelling, incense, books—a lot of these things are what girls usually like, so we tried to be brave and implement as much as we could.
Q: How did you develop the personality and other characteristics of each wizard from each country? Was there anything you paid attention to in particular when creating these wizards?
The central country has wizards with heroic qualities, so they lean more towards heroes, leaders, and priests. The Western country’s qualities stress on the eccentricity, the bizarre, and entertainment, so they have themes like the Cheshire Cat and Halloween. The Japanese equivalent would be the kitsune foxes and the shapeshifting tanuki racoons. The East has wizards that are gothic, dark and gloomy with melancholic feel to them. The Southern wizards are like the Fairy Godmother from Cinderella. They're good at helping others, honest, and pastoral. The Northern wizards’ image is like a demon lord or great witches who rule over humans—the power type that screams horror.
Q: In this game, wizards have powers that humans don’t have. Because of it, humans rely on them and they adore them. But, there are also occasions where the wizards are feared and detested. You’re depicting not only the “cool wizards”, but also the gap between the wizards and humans. There are also characters who have power but suffer and feel lonely because of it. I think things like that are what makes this game charming, but was there anything you were being mindful of in the process of writing that sort of aspect?
I don’t want to make the loneliness that the wizards feel to be theirs alone. Instead, I want the players to feel something similar, seeing as we all live in a society. I think anyone who lives in a society feels that they “want to be understood” or “want to understand [others]”. But at the same time, they also feel some sort of indignation where they “don’t want to be understood” or want to say “don’t you dare think you’ve understood”. I want the players to take any of these emotions and observe from the wizards’ point of view. I want them to let their imagination expand and enjoy themselves that way.
Q: Many of the wizards’ incantations are phrases that we’re unfamiliar with. I believe a lot of fans have put a lot of thinking into figuring out the meanings and the origin. How did you come up with these incantations?
In regards to incantations, I had Kazuma-san take the wheel. We had it in katakana so that it reads more smoothly in text, but we also adjusted it as we prioritise things like how easy it is to pronounce and for people to catch it. The impression you get from these incantations (sounds powerful, weak, ominous, or it’s still too early for you, et cetera), and how powerful they actually are—we have it all ranked and organised, so it would be nice if it shows one at a time.
Q: Was there anything about the “fantasy parallel universe” genre and the “relationship between wizards and the sage” you find to be the reason why you can deliver particular ideas? Was there anything you found interesting during the writing process?
I actually had to restrain my thinking process because I had to remind myself that I’m writing fantasy, so it’s like I can’t include things that are normal and already exist in the real world. Even if I come up with a good idea, I’ll end up thinking that it’s a little too normal and then it gets scrapped.
Q: The existence of the previous sage who doesn’t put on airs and has an approachable personality becomes one of the attention-grabbing elements in the storyline. In your mind, what sort of character is the previous sage?
A white-collar worker who works at an exploitative company. They can say pretty irresponsible things to the mages and amuse themselves with it. But they also get scared simply from scary things, and they have the boldness to say something selfish.
Q: Please tell us, if there are any, things that seem trivial but it’s something that you were being particular about during the process of writing the Main Story. These can include scenes, specific lines, or portrayal of something.
The same goes for the Main Story and the Sub Stories, but I want people to feel excited and let them imagine all sorts of things. I always have that in mind and that’s why I’ve added lots of details into the setting. “If I were a mage”, “If I were a citizen of this country”, “Which country would my friends come from”, “What does this taste like”, “What are their previous love stories like, and what’s their life been like until now”... I think being able to have so much freedom in imagination is what the real pleasure of the fantasy genre is. I hope it’s become a world that allows the players to indulge themselves in daydreaming.
Q: Lastly, please leave a message to all fans who are out there supporting Promise of Wizard.
Thank you for playing the game! It’s pretty much my first time writing fantasy, so right until it was released, my heart kept pounding thinking if it would really count as fantasy… But I’m so happy that a lot of people are having fun with the story! Please continue your support for Promise of Wizard from now on too!
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Part 2: Interview with Mahoyaku’s Scenario Director
Q: How did you make this job offer to Tsushimi Bunta-san? What is it about Tsushimi-san’s works and writing style that makes it charming to you?
Right around the early stages of the establishment of our company, Coly, one of their past works touched my heart. Their script writing ability was so mind-blowing that I thought I just had to make this offer. In the end, that also instigated Kazuma-sensei’s involvement, and that’s how we got them to help us out as well. I think one of the things that make Tsushimi-sensei’s work charming is the universally relatable characters, the writing that makes the reader want to cheer the characters on, as well as a whole new world that they bring to the readers. Tsushimi-sensei has the ability to transform unsaid feelings and unwritten motions into breathtaking scenes. Sometimes, trivial dialogues can depict genuine feelings within human hearts, like that of a child’s. You can feel through the writing affection and gentle point of views towards those in a weaker position.
Q: The setting of this game involves the main character who suddenly wandered into another world where mages live. Then, they became the “sage” who gather up the wizards and guide them. How did you decide on what the story was about and which direction it was going?
We had the people in our company come up with several ideas and we went through them to see which ones had and hadn’t already been used in regards to the fantasy parallel universe genre, which was the direction we were going with. From there, we ended up with a story where the sage, someone who wandered into another world, and wizards fight together. We don’t want you to forget reality. Instead, we want you to enjoy it even more. We want to bring a world that gives you courage and positive energy, and we want to deliver the wizards’ world that’s blinding, mysterious, and exciting.
Q: Could you tell us a scene or a line from the main story that’s particularly memorable for you? And why as well, if possible.
Every scene in the main story is memorable for me, so to be honest with you, it’s really hard to pick one. But I was particularly driven in the execution of Chapter 17’s “Rustica’s Request”, so I cherish it a lot. It’s something that Rustica said to Chloe, who was tearing up silently as his feelings were hurt, “That’s because there’s only one of it in this world. This is something that only you can make.” It’s a sweet line, one that will always stay close to you and give you warmth. It may sound cheesy, but no matter how many times you read it, it echoes through in every corner of your heart.